Title :
Real time visualization of large terrain in flight simulation
Author_Institution :
Sch. of Autom. Sci. & Electr. Eng, Beihang Univ., Beijing
Abstract :
Three dimensional large terrain is a significant composition of the nature scene in virtual simulation field. This paper focuses on the improvement of algorithms for the implement of view-dependent refinement of large terrain surfaces which are based on the analyses of the relations and bottlenecks between each infrastructure of the whole computer system and related requirements for the real-time flight simulation application. A new implementation of view-dependent refinement of large terrain surfaces is proposed, and an improved view frustum culling algorithm is also presented based on primarily the method of longest edge bisection in a top-down traversal of the mesh hierarchy. The new frame coherence algorithm which improves the display rates is given. Finally, a conclusion is drawn that these improved algorithms really improve the simulation performance.
Keywords :
aerospace computing; aerospace simulation; data visualisation; natural scenes; real-time systems; rendering (computer graphics); terrain mapping; virtual reality; frame coherence algorithm; longest edge bisection method; mesh hierarchy; nature scene; real-time flight simulation visualization; terrain rendering algorithm; three dimensional large terrain surface; top-down traversal; view frustum culling algorithm; virtual simulation field; Aerospace simulation; Algorithm design and analysis; Application software; Computational modeling; Computer architecture; Graphics; Layout; Real time systems; Rendering (computer graphics); Visualization;
Conference_Titel :
System Simulation and Scientific Computing, 2008. ICSC 2008. Asia Simulation Conference - 7th International Conference on
Conference_Location :
Beijing
Print_ISBN :
978-1-4244-1786-5
Electronic_ISBN :
978-1-4244-1787-2
DOI :
10.1109/ASC-ICSC.2008.4675322